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Other => FOnline:2238 Forum => Archives => Survival Guides / Game Help => Topic started by: lisac2k on January 06, 2012, 09:09:31 pm

Title: Perks
Post by: lisac2k on January 06, 2012, 09:09:31 pm
Level Perks

Bonus HtH Attacks

Bonus HtH Damage

Bonus Move

Bonus Ranged Damage

Bonus Rate of Fire

Earlier Sequence

More Critical

Toughness

Strong Back

Sharpshooter

Silent Running

Healer

Better Critical

Silent Death

Action Boy

Lifegiver

Dodger

Medic

Heave Ho!

Ghost

Quick Pockets

Adrenaline Rush

Gain Strength

Gain Perception

Gain Endurance

Gain Charisma

Gain Intelligence

Gain Agility

Gain Luck

HtH Evade

Living Anatomy

Pack Rat

Pyromaniac

Quick Recovery

Stonewall

Weapon Handling

Tree Trunk Thighs

Iron Grip

Man of Steel

Even More Criticals

Right Between the Eyes

Fast Reload

Spray and Pray

More Ranged Damage

Livewire

HtH Evade+

Dodger+

Even Tougher

Healer+

Blessed are the Weak

Bonus HtH Damage+

In Your Face!

Hit the Gaps

HtH Criticals

Heave Ho!!
Title: Re: Perks
Post by: lisac2k on January 06, 2012, 09:09:44 pm
Support Perks

Awareness

Faster Healing

Rad Resistance

Educated

Snakeater

Mr. Fixit

Master Thief

Speaker

Pickpocket

Explorer

Pathfinder

Scout

Ranger

Swift Learner

Profession: Armorer

Profession: Gunsmith (Small Guns)

Profession: Gunsmith (Big Guns)

Profession: Energy Expert

Profession: Demolition Expert

Profession: Doctor

Cautious Nature

Demolition Expert

Harmless

Light Step

Magnetic Personality

Negotiator

Thief

Gecko Skinning

Sex Appeal

Stealth Girl

Best of a Bad Lot

Dismantler

Treasure Hunter

Dead Man Walking
Title: Re: Perks
Post by: lisac2k on January 06, 2012, 09:09:59 pm
Reserved
Title: Re: Perks
Post by: lisac2k on January 06, 2012, 09:10:21 pm
Reserved
Title: Re: Perks
Post by: lisac2k on January 06, 2012, 09:10:44 pm
Reserved
Title: Re: Perks
Post by: jodwig on January 07, 2012, 12:09:16 am
How about Traits?
Title: Re: Perks
Post by: Reiniat on January 07, 2012, 06:06:22 am
Since we cant talk about balance yet i like to point that names and descriptions are pretty funny and they totaly match witht the originals  :)
Title: Re: Perks
Post by: Biogitanus on January 07, 2012, 08:17:27 am
how you get suport perks? any clue about quest?
Title: Re: Perks
Post by: LagMaster on January 07, 2012, 08:33:18 am
yeah, where iare the placew we can take support perks?
Title: Re: Perks
Post by: jodwig on January 08, 2012, 04:45:33 am
yeah, where iare the placew we can take support perks?

Devs won't tell you, because they love surprises, so we need to find them by ourselves, check this thread:
WARNING SPOILERS
http://fodev.net/forum/index.php?topic=20054.0 (http://fodev.net/forum/index.php?topic=20054.0)
WARNING SPOILERS
Title: Re: Perks
Post by: GroeneAppel on January 08, 2012, 04:42:41 pm
Is there a cap on armor class?
Title: Re: Perks
Post by: Solar on January 08, 2012, 05:45:08 pm
Is there a cap on armor class?

There's obviously a max somewhere a long the line, but it's only determined by how many sources of AC you can find, there is no cap in place.
Title: Re: Perks
Post by: kartowka on January 08, 2012, 07:00:55 pm
Weapon hadling is only for small guns and big guns? No way. Where are my energy weapons?
Title: Re: Perks
Post by: Solar on January 08, 2012, 07:01:58 pm
Shouldn't be the case, if it is then its a bug.
Title: Re: Perks
Post by: runboy93 on January 08, 2012, 07:05:01 pm
So both BROF+HtH attacks stay as 225%?
Title: Re: Perks
Post by: Jotisz on January 08, 2012, 07:11:28 pm
Is the Survivalist perk a goner? Asking cause its still in planner but I can't seem to take it ingame also its not in the list here.
Title: Re: Perks
Post by: kartowka on January 09, 2012, 09:51:12 am
Shouldn't be the case, if it is then its a bug.
Im lvl 11 and got 180 energy weapons but still cant take weapon handling. Cant take lvl12 because of it.
Title: Re: Perks
Post by: Solar on January 09, 2012, 01:04:33 pm
Then its a bug.
Title: Re: Perks
Post by: Glave on January 09, 2012, 04:42:28 pm
Then its a bug.

Any chance for a quickfix?
Title: Re: Perks
Post by: Biogitanus on January 09, 2012, 06:04:28 pm
drugs(like mentats) can help to get  some?
Title: Re: Perks
Post by: yoz on January 09, 2012, 10:56:28 pm
There is a lot of confusion around how bonehead, stonewall, and iron grip work. Can a dev clarify those.
Title: Re: Perks
Post by: wladimiiir on January 10, 2012, 10:22:52 am
There's obviously a max somewhere a long the line, but it's only determined by how many sources of AC you can find, there is no cap in place.

Wait, there is no 90 AC cap?
Title: Re: Perks
Post by: jangling on January 10, 2012, 11:51:04 am
From what i can tell all speech support perks have a endurance cap (if you have over 10 endurance you can not use speech support perks)

Might be a bug.
Title: Re: Perks
Post by: LagMaster on January 10, 2012, 12:32:01 pm
yeah, Miss Kitty has 3 caps: end, CH and AG, so if you have them at 10 you can't talk to her

so question, why is this implemented?
Title: Re: Perks
Post by: LagMaster on January 10, 2012, 03:58:37 pm
will lisac do a list of traints?
Title: Re: Perks
Post by: Slaver Snipe on January 10, 2012, 04:24:49 pm
No CH cap on miss kitty, I have 10 and have gotten sex appeal and magnetic from her.
Title: Re: Perks
Post by: Super on January 10, 2012, 05:26:02 pm
Weapon Handling

    Ranks: 1
    Generic requirements: Level at least 3, Small Guns or Big Guns at least 100
    Description: You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.


this perk give only 2 str?
before wipe he give 3

i need to small guns
there is no error?
Title: Re: Perks
Post by: Wind_Drift on January 10, 2012, 07:32:00 pm
Nope, not an error.  It's only +2. 
Title: Re: Perks
Post by: GroeneAppel on January 10, 2012, 08:18:09 pm
Wait, there is no 90 AC cap?

I really would like to know what exactly the case is here. I heard and read somewhere that there is a 90AC cap. I really hope there isn't.
Title: Re: Perks
Post by: Dantiko on January 10, 2012, 09:20:55 pm
I got a couple questions, assuming I want to get more criticals perk at level 3
so at level 2 I got 77sg, at level 3 I can raise my sg skill to 100, but then will I be able to spend the points on my skills before choosing a perk?
Or else I won't be able to get the perk at this level.
And will I be able to get the boneyard guard's bonus to sg skill if I have 1 ch and take mentats?
Title: Re: Perks
Post by: Swinglinered on January 11, 2012, 04:10:40 am
Does Bonus Move give a speed bonus in RT?

I'm in a position where I can get tons of useful support perks, but some of my Level Perk opportunities are useless to me even with squatting. If only there were a way to cash Perks in for more skill points. Maybe a level worth.

Also, some things should perhaps be both Level and Support, to get multiple ranks, perhaps to get with lower reqs as a higher level perk.

Title: Re: Perks
Post by: RavenousRat on January 11, 2012, 05:38:26 am
I'm in a position where I can get tons of useful support perks, but some of my Level Perk opportunities are useless to me even with squatting. If only there were a way to cash Perks in for more skill points. Maybe a level worth.
I don't like all 3rd level perks too, so you can take Skilled trait, skip perk on 4th level, wait for 6th level, and pick 6th level perk, then do the same with 8th level, skip it, wait till 9th, take 9th level perk, this way you'll lose only 1 perk (12, 16, 20, 24 vs 12, 15, 18, 21, 24), but you'll get 5*23=115 skill points.
Btw it's effective for sneakers, if you don't need weapon handling on 3rd level, you can take skilled and just don't take Ghost perk, because all bonuses are capped at 300 anyway, and with so high skill points you can max out sneak even with 200% weapon skill and replace ghost perk, because you'll always get "benefit" not only near walls and you won't lose any perks at all.
Title: Re: Perks
Post by: LagMaster on January 11, 2012, 08:30:26 am
i whant to know if HtH evade works with melle

so i can reppel bullets with my Wakizashi blade like in Madness Combat?
Title: Re: Perks
Post by: wladimiiir on January 11, 2012, 08:34:43 am
Does Bonus Move give a speed bonus in RT?

Bonuse Move is only useful in TB.
Title: Re: Perks
Post by: Swinglinered on January 11, 2012, 08:57:52 am
I don't like all 3rd level perks too, so you can take Skilled trait, skip perk on 4th level, wait for 6th level, and pick 6th level perk, then do the same with 8th level, skip it, wait till 9th, take 9th level perk, this way you'll lose only 1 perk (12, 16, 20, 24 vs 12, 15, 18, 21, 24), but you'll get 5*23=115 skill points.
Btw it's effective for sneakers, if you don't need weapon handling on 3rd level, you can take skilled and just don't take Ghost perk, because all bonuses are capped at 300 anyway, and with so high skill points you can max out sneak even with 200% weapon skill and replace ghost perk, because you'll always get "benefit" not only near walls and you won't lose any perks at all.

I am skilled- it was really just the 8th level one I was having trouble finding a good selection for even after squatting.
I thought Ghost was an engine exception to the 300 rule.

Title: Re: Perks
Post by: RavenousRat on January 11, 2012, 09:02:22 am
I thought Ghost was an engine exception to the 300 rule.
Well from:
http://fodev.net/forum/index.php?topic=20006.0

Title: Re: Perks
Post by: Zogra on January 12, 2012, 06:26:38 am
Weapon Handling

    Ranks: 1
    Generic requirements: Level at least 3, Small Guns or Big Guns at least 100
    Description: You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry.


this perk give only 2 str?
before wipe he give 3

i need to small guns
there is no error?



on fcp it still gives +3 str on weapon check  dunno whats going on trying to find out myself
Title: Re: Perks
Post by: wladimiiir on January 12, 2012, 08:35:51 am
on fcp it still gives +3 str on weapon check  dunno whats going on trying to find out myself

Not really, the description in FCP says +2.
Title: Re: Perks
Post by: Zogra on January 12, 2012, 05:24:55 pm
Not really, the description in FCP says +2.

No, make some calculations with weapon calculator soon or later u will understand that FCP counts weapon handling perk as +3str and not as +2 as it says

Btw i never said that description says something different from +2

Also i made a thread about this matter last night so i get a formal reply about this bug or outdated FCP perk but my threat is gone and i am like WTF?


DEVS please we gotta know whats going on into game i spent all my days since the wipe trying to find out how i will make my chars and you dont clarify things well enough so most things are still fuzzy to me and i loose my days trying to find out things that would be more simple if you explain better i would have been 24 by now 2 chars....

please someone officially clarify is weapon handling perk +3 or +2 into game??? if its +2 into game why in FCP it says +2 and in weapon calculator it counts as +3???

Ok enough with my biatch talking ^^

I am very happy with this game i am big fan of fallout (oldones) series and even that crafting and repairing is messed up 2238 wastelands still feels like home to me :P

Goodjob to all peps that participate into dev team and to all people that support fo2238 keep up the good work and ty for making this happend

Title: Re: Perks
Post by: Crazy on January 12, 2012, 05:31:45 pm
Dude FCP isn't anything official, you see the description of the perk in a dev post and in the FCP, but calculator do it another way (pre wipe style), assume the calculator is wrong because Opera forgot to update that and report the bug to Opera...
Title: Re: Perks
Post by: Solar on January 12, 2012, 06:32:11 pm
To save your head exploding, its +2 :P
Title: Re: Perks
Post by: Zogra on January 12, 2012, 06:43:24 pm
To save your head exploding, its +2 :P

ok ty for the info  ;D
Title: Re: Perks
Post by: Zogra on January 12, 2012, 06:46:19 pm
Dude FCP isn't anything official, you see the description of the perk in a dev post and in the FCP, but calculator do it another way (pre wipe style), assume the calculator is wrong because Opera forgot to update that and report the bug to Opera...

ok ty for the info but do you know if there is anything else besides this perk that weapon calculator calculates the old way?

Cause if its this only then i can calculate -1 strength and still have accurate results about my weapon chances
Title: Re: Perks
Post by: spears on January 13, 2012, 04:00:33 am
Just tested getting awareness perk by using cigs. Sadly it doesnt work.
Title: Re: Perks
Post by: MeganFox on January 13, 2012, 04:06:20 am
Just tested getting awareness perk by using cigs. Sadly it doesnt work.

as always.
Title: Re: Perks
Post by: FrankCastle on January 13, 2012, 06:02:36 am
so I cant take educated by using mentats cause i only have 7 int?
you cant take support perks via drugs????
Title: Re: Perks
Post by: RavenousRat on January 13, 2012, 06:52:42 am
you cant take support perks via drugs????
You can't.
Title: Re: Perks
Post by: Enzotainment on January 15, 2012, 05:31:28 pm
There's obviously a max somewhere a long the line, but it's only determined by how many sources of AC you can find, there is no cap in place.

Can anyone confirm there is no cap on AC?
Title: Re: Perks
Post by: Solar on January 15, 2012, 05:35:57 pm
It needs fixing atm
Title: Re: Perks
Post by: Enzotainment on January 15, 2012, 05:44:59 pm
It needs fixing atm

Ok great :)
So I can continue with my 150AC character without worrying that I will waste 3 perks? (by taking another AC perk after hitting 90)
Title: Re: Perks
Post by: Crazy on January 15, 2012, 06:08:33 pm
Ok great :)
So I can continue with my 150AC character without worrying that I will waste 3 perks? (by taking another AC perk after hitting 90)
Hey, even with the cap, it would be useful, like it would allow you to wear an armor and keep max AC.
Title: Re: Perks
Post by: LagMaster on January 15, 2012, 06:20:40 pm
don;t warry, Solar said it is a bug, so max AC will be fixed and it will be 220(calculated)
Title: Re: Perks
Post by: Fenrir on January 16, 2012, 12:18:15 am
What does Pack Rat do, exactly?
Title: Re: Perks
Post by: FrankenStone on January 16, 2012, 12:46:17 am
What does Pack Rat do, exactly?

add plus 25 Kg carryweight same as Strong Back only the requirements are different
Title: Re: Perks
Post by: Eclair on January 17, 2012, 03:01:43 am
No, pack rat adds 33.3% to your current weight maximum.
Title: Re: Perks
Post by: Biogitanus on January 17, 2012, 09:59:29 pm
with 4 strength and heave ho can have 15+3 range with a knife for exaple? -edit- what is the max range now?
Title: Re: Perks
Post by: TheGreenHand on January 18, 2012, 03:08:28 am
I really think this thread should be sticky.  It's very helpful.
Title: Re: Perks
Post by: Crazy on January 18, 2012, 05:54:40 pm
Questions:
Is spray and pray available for energy? It seems not in that topic but is it a mistake?
And second, does spray and pray works for targeted shot in arms/legs? (or are arms and legs protected at all by the armor CM?).
Title: Re: Perks
Post by: Floodnik on January 18, 2012, 05:57:59 pm
I've read somewhere that Spray and Prey works only for untargetted shots(so the only usage I'd see for it is critical bursters), but I can't be sure.
Title: Re: Perks
Post by: MeganFox on January 19, 2012, 05:05:37 am
I ve read that spray n pray is bugged and still does not work at all I mean it change nothing is it true ?
I also would like to ask about idea of AC perks how they work against enemy shooting you with avenger? I hope it doesnt make someone unhittable or only 1 bullet hit the target when full AC guy is in run mode...
Few more questions:
- What about STR char. modifier? Is it still -20% to gun skill if I got 6str and gun require 7str ?
- How about critics for BG's now ? With that all anti critic perks and 3x toughness is it any chance to make a good critic shoot?
- Stonewall : Is it about END amount of skills or now about STR ?
  "Generic requirements: Level at least 9,  Strength at least 6 " so more STR -> less chance for KO's ?
Title: Re: Perks
Post by: Crazy on January 19, 2012, 01:19:47 pm
I also would like to ask about idea of AC perks how they work against enemy shooting you with avenger? I hope it doesnt make someone unhittable or only 1 bullet hit the target when full AC guy is in run mode...

Well, depends on your final ToHit really, shooting a high AC char running is just like shooting when you don't have yet enough skill. If you have 5-9% ToHit all your bullets will most likely miss.

Quote
Few more questions:
- What about STR char. modifier? Is it still -20% to gun skill if I got 6str and gun require 7str ?

Yes AFAIK. Don't forget it add a small chance of crit miss too.

Quote
- How about critics for BG's now ? With that all anti critic perks and 3x toughness is it any chance to make a good critic shoot?

Yes.

Quote
- Stonewall : Is it about END amount of skills or now about STR ?
  "Generic requirements: Level at least 9,  Strength at least 6 " so more STR -> less chance for KO's ?
Stonewall effectiveness is still guided by endurance.



I have no idea if spray and pray is bugged.
But could a dev answer my previous questions?
Title: Re: Perks
Post by: Solar on January 19, 2012, 01:51:48 pm
S&P should only work on bursts, so not targetted. Should have En requirements too, just not added yet
Title: Re: Perks
Post by: mojuk on January 19, 2012, 02:10:13 pm
S&P should only work on bursts, so not targetted. Should have En requirements too, just not added yet

Only bursts? How about single but not aimed shoots or shooting a single bullet already counts as aiming? And how about rockets?
Title: Re: Perks
Post by: Vandal on January 21, 2012, 04:15:46 pm
How does this work? You can learn support perk instead of a normal perk or you can learn support perks beside normal ones?
Title: Re: Perks
Post by: Enzotainment on January 21, 2012, 10:17:26 pm
How does this work? You can learn support perk instead of a normal perk or you can learn support perks beside normal ones?

Beside normal ones :) thank the gods/devs
Title: Re: Perks
Post by: Dzej on January 22, 2012, 02:40:42 am
Can anyone tell me, what kamikaze malus is exactly?
Title: Re: Perks
Post by: Michaelh139 on January 22, 2012, 02:44:32 am
Can anyone tell me, what kamikaze malus is exactly?
You don't get to have any armor threshold from perks.

(take toughness with kamikaze = +0/5)
(take even tougher with kamikaze = +0/10)

I learned it the hard way, because it didn't give a very good explanation whatsoever clearly...  Still, the character I made with it is fine for what I use it for so meh.
Title: Re: Perks
Post by: Dzej on January 22, 2012, 02:55:08 am
You don't get to have any armor threshold from perks.

(take toughness with kamikaze = +0/5)
(take even tougher with kamikaze = +0/10)

I learned it the hard way, because it didn't give a very good explanation whatsoever clearly...  Still, the character I made with it is fine for what I use it for so meh.

But you still get full benefit of any armor? So if you dont go for toughness, the downside doesnt matter anyway?
Title: Re: Perks
Post by: Michaelh139 on January 22, 2012, 07:10:29 pm
But you still get full benefit of any armor? So if you dont go for toughness, the downside doesnt matter anyway?
yeah pretty much.

But if you're taking kamikaze, you're going for dodging hits, so leather jackets give +0/20 for everything. 
Combat leather jacket gives +2/30 for normal.
Leather armor and above gives a negative to your AC so that's a no-no. (but yes you'll still recieve full benefit from it if you wear it)

So essentially, the best armor you can use and still make full use of your trait is the combat leather jacket. (you will have 2/30 resistant to normal weapons + full AC benefit)
Title: Re: Perks
Post by: Dzej on January 22, 2012, 07:13:32 pm
yeah pretty much.

But if you're taking kamikaze, you're going for dodging hits, so leather jackets give +0/20 for everything. 
Combat leather jacket gives +2/30 for normal.
Leather armor and above gives a negative to your AC so that's a no-no. (but yes you'll still recieve full benefit from it if you wear it)

So essentially, the best armor you can use and still make full use of your trait is the combat leather jacket. (you will have 2/30 resistant to normal weapons + full AC benefit)

Sounds interesting. Imagine a Char with 230 AC after the cap is lifted  ;D Thanks you!
Title: Re: Perks
Post by: Klaatu on January 22, 2012, 11:28:30 pm
Sounds interesting. Imagine a Char with 230 AC after the cap is lifted  ;D Thanks you!

With a char like this you should pick Jinxed. Then just run around and troll everyone. :D
Title: Re: Perks
Post by: Abaddon Raptus on January 24, 2012, 01:02:40 am
What about Right between the eyes?
Title: Re: Perks
Post by: Crazy on January 24, 2012, 02:03:35 am
What about Right between the eyes?
Huh, what about it?
Title: Re: Perks
Post by: Sarakin on January 24, 2012, 02:14:08 am
If all what Michaelh139 says is true, Kamikaze is like a free dodger+ perk for everyone not going to take toughness perks. Old Fast Shot anyone ?
Title: Re: Perks
Post by: Abaddon Raptus on January 24, 2012, 10:51:15 am
Huh, what about it?
I would like to know exactly how it works, because the calculator with nitue.net I do not trust
Title: Re: Perks
Post by: Crazy on January 24, 2012, 01:55:31 pm
I would like to know exactly how it works, because the calculator with nitue.net I do not trust
With the last changelog, I assume it ignore helmet crit chance mod.
Title: Re: Perks
Post by: anarchclaw on January 24, 2012, 06:24:10 pm
so Spray&Pray no longer completely negates armor crit mods.. and instead reduces that mod.

by how much?
Title: Re: Perks
Post by: Crazy on January 24, 2012, 11:42:23 pm
so Spray&Pray no longer completely negates armor crit mods.. and instead reduces that mod.

by how much?

Quote from: Changelog
All perks that ignore armours' CMs now reduce Chance CM instead of Power CM.
That should be clear enough. It ignore armour chance crit mod.
Title: Re: Perks
Post by: anarchclaw on January 25, 2012, 12:42:49 am
So before it ignored the power mod and now it only ignores the chance- so why use the word "reduce" instead of "ignore"

and is there any confirmation on its true functionality when using burst attacks? (Big-Guns)
Title: Re: Perks
Post by: Opera on January 27, 2012, 04:24:59 pm
HtH Evade
  • Ranks: 1
  • Generic requirements: Level at least 6, Unarmed or Melee Weapons at least 75
  • Description: If both item slots are empty, you get additional 20 points to your AC.

HtH Evade+
  • Ranks: 1
  • Generic requirements: Level at least 9, Unarmed or Melee Weapons at least 150
  • Description: If both of your item slots are empty, you get a +40 bonus to your Armor Class.

Gotta ask something about these perks. The requirements say that you may have Unarmed or Melee Weapons to get these perks. But the description says you may not have any weapons/items in your hands? The old pastebin says: Gives +20 AC if only Unarmed or Melee weapons are in either hand, which makes a lot more sense. Is this just a mistake here or is it really changed that way? Or what is the idea of letting people get this perk with Melee Weapons skill, but not allowing him/her to use the perk with melee weapons?